Sorcerer
Base Class: Sorcerer

The dreadful force of the Shadow Weave has suffused you with negative magic from The Negative Plane—a place of death, anathema to all living things. You, or someone from your lineage, might have been exposed to its fell power or used its energy for sinister ends. Most individuals prove unequal to the task and are killed outright. Survivors are spellscarred, and when they are exposed to the frayed remnants of the Weave, instinctively tear at it's fabric, granting themselves unnatural physique and arcane acumen. The Weave threatens to crush you constantly trying to fill the void within. Those not destroyed eventually develop features akin to the dreaded Nightwalker. They yearn to cross over, and your consumption by the Weave would mean its wretched birth into the world.  

Shadow Weave Spells

1st-level Negative Soul feature

You learn additional spells when you reach certain levels in this class, as shown on the Shadow Weave Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a necromancy or an illusion spell from the sorcerer, warlock, or wizard spell list.

Shadow Weave Spells
SORCERER LEVEL SPELLS
1st false life, disguise self, silent image
3rd blindness/deafness, invisibility
5th vampiric touch, phantom steed
7th blight, phantasmal killer
9th mislead, seeming

Negative Energy

1st-level Negative Soul feature

You harbor a wellspring of negative energy within yourself. This energy is represented by your Negative Energy dice, which are each a d6. The number of these dice depends on how close to death you are. Starting at twice your proficiency bonus, and they fuel various arcane powers you have, which are detailed below.

Some of your powers expend the Negative Energy die they use, as specified in a power’s description, and you can’t use a power if it requires you to use a die when your dice are all expended. You regain all your expended Negative Energy dice when you finish a long rest.

When you reach certain levels in this class, the size of your Negative Energy dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12). The number of Negative Energy die is equal to twice your proficiency bonus. This number increases to 3 times your proficiency bonus after one death, four times your proficiency bonus after 3 deaths, and five times your proficiency bonus after 5 deaths. The powers below use your Negative Energy dice.

Umbral Sight. Your proximity to the Negative Plane has opened your eyes to true darkness. You gain darkvision up to a range of 60 feet. You can use a bonus action to expend a Negative Energy die and see through magical darkness for a number of minutes equal to the value rolled.

Negative Wellspring. Your negative power can help you accomplish tasks with unnatural acumen: if you fail an ability check or saving throw, you can roll one Negative Energy die and add the number rolled to the check, potentially turning failure into success. You expend the die only if the roll succeeds. 

Negative Flood. You harness the Shadow Weave and pour a fraction of your negative energy into your enemies close to death. Whenever you deal damage, you can expend a Negative Energy die to deal additional damage of the type initially dealt equal to the number rolled. Only targets with less than half their total hit points take this damage.

Death Awareness. Your closeness to death gives you insight into the vitality of others. You target a creature within 30 feet that isn't undead or a construct and as a bonus action you can expend a Negative Energy die to determine if the target has less or more than half their total maximum hit points. 

The first time you use these powers after each long rest, you don’t expend the Negative Energy die. All other times you use the power, you expend the die.

Closeness to Death

1st-level Negative Soul feature

You tiptoe the boundaries of oblivion. Your closeness to death makes you and those around you vulnerable to its grasp. However, the Negative Energy cultivating within you yearns to grow and escape. Voiding your vessel brings you closer to death, but grants you power and another chance at life.

You, and creatures within 10 feet of you, have disadvantage on death saving throws.

Become Closer to Death. If failing a death saving throw would result in your death, you can choose to expend your remaining Negative Energy die and be subjected to the spell feign death until the end of your next turn. For the duration, any creature that starts its turn within 10 feet of you must succeed a DC 12 Constitution saving throw or take necrotic damage equal to the number rolled from your expended Negative Energy die. At the start of your next turn, you are unconscious, stabilized with one hit point, and can't use this feature again until after you finish a long rest.

If you don't have any Negative Energy die, this feature automatically fails.

You can use this feature up to five times before it no longer works. Each time you use this feature, your maximum hit points are reduced by 3 plus your Constitution modifier. This feature closes all mortal wounds, but it doesn't restore missing body parts. If you are lacking body parts or organs integral for survival--your head, for instance--the feature automatically fails.

If you use this feature five times and afterwards die by any means other than annihilation or taking damage equal twice your maximum hit points, you expend all of your remaining Negative energy die as mentioned above and at the beginning of your next turn, a Nightwalker appears in the nearest unoccupied space next to your corpse.

If you die, you can’t be revived except by a wish spell. If you are revived in this way and you retain your sorcerous origin, it will instead be Shadow Magic.

Death Counter: 0

You have never died as a result of failing a death saving throw. You have (2) times your proficiency bonus Negative Energy die to bolster your magic and skills.

Death Counter: 1

You have died one time as the result of failing a death saving throw. You can use this feature up to 4 more times before it no longer works. Your maximum hit points are reduced by 3 + your Constitution modifier. Your old wounds will never close but are filled with an infinite void of pitch black. You have (3) times your proficiency bonus Negative Energy die to bolster your magic and skills.

Death Counter: 2

You have died two times as the result of failing a death saving throw. You can use this feature up to 3 more times before it no longer works. Your maximum hit points are reduced by 6 + twice your Constitution Modifier. Your old wounds will never close but are filled with an infinite void of pitch black. You have (3) times your proficiency bonus Negative Energy die to bolster your magic and skills.

Death Counter: 3

You have died three times as the result of failing a death saving throw. You can use this feature up to 2 more times before it no longer works. Your maximum hit points are reduced by 9 + three times your Constitution Modifier. Your old wounds will never close but are filled with an infinite void of pitch black. You have (4) times your proficiency bonus Negative Energy die to bolster your magic and skills.

Death Counter: 4

You have died four times as the result of failing a death saving throw. You can use this feature up to 1 more times before it no longer works. Your maximum hit points are reduced by 12 + four times your Constitution Modifier. Your old wounds will never close but are filled with an infinite void of pitch black. You have (4) times your proficiency bonus Negative Energy die to bolster your magic and skills.

Death Counter: 5

You have died five times as the result of failing a death saving throw. You can't use this feature again. Your maximum hit points are reduced by 15 + five times your Constitution Modifier. Your old wounds will never close but are filled with an infinite void of pitch black. You have (5) times your proficiency bonus Negative Energy die to bolster your magic and skills.

Death Counter: 6

A Nightwalker appears in the the nearest unoccupied space by your corpse.

You can’t be revived except by a wish spell.

Void Sorcery

6th-level Negative Soul feature

When you cast any spell of 1st level or higher from your Shadow Weave Spells feature, you can cast it by expending a spell slot as normal or by spending a number of sorcery points equal to the spell’s level. If you cast the spell using sorcery points, it requires no verbal or somatic components, and it requires no material components, unless they are consumed by the spell.

Shadow Abjuration

6th-level Negative Soul feature

Your body has been strengthened by constantly resisting the crushing influence of the Weave by channeling negative energy. You are immune to necrotic damage, resistant to poison damage, and have advantage on saving throws against being poisoned. Additionally, as a reaction to taking damage from a spell, you can instead choose to take half the total damage and regain one expended Negative Energy die per level the spell is cast at. You can’t use this feature again until you long rest.

Voided Flesh

14th-level Negative Soul feature

Your flesh has become material akin to the substance of the Negative Plane allowing you to unleash the desiccation of the void and gain powers akin to the terrible presence within. As a bonus action, you can spend 1 or more sorcery points to magically transform your body for 10 minutes. For each sorcery point you spend, you can gain one of the following benefits of your choice, the effects of which last until the transformation ends:

  • Necrotic damage heals your wounds up to your current hit point maximum and temporarily up to your absolute hit point maximum.  
  • You gain a flying speed equal to your walking speed, and you can hover. 
  • Any non-magical plant life wither at your touch. Any creature that starts its turn within 5 feet of you must make a DC 12 Constitution saving throw or take necrotic damage equal to the total number of your remaining Negative Energy die. Undead are immune to this aura.
  • Your body, along with any equipment you are wearing or carrying, becomes wisps of mailable shadows you have freedom of movement for the duration.

Negative Conversion

14th-level Negative Soul feature

You can use a bonus action to expend two Negative Energy die to regain 1 sorcery point.

Finger of Doom

18th-level Negative Soul feature

You can unleash your Negative power up by causing the Shadow Weave to run rampant through a living creature. As an action, you point a finger at one creature you can see within 120 feet. The target must succeed a Wisdom saving throw against your spell save DC. On a failed save, the target takes 39 (6d12) necrotic damage and becomes frightened until the end of your next turn. While frightened in this way, the creature is also paralyzed. If a target’s saving throw is successful, the target is immune to your Finger of Doom for the next 24 hours.

Once you use this feature, you can’t do so again until you finish a long rest, unless you spend 5 sorcery points to use it again.

Previous Versions

Name Date Modified Views Adds Version Actions
6/10/2024 6:26:28 PM
7
2
1.0
Coming Soon
6/1/2025 1:50:12 AM
7
1
1.1
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes